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  • Real-World Animation & Rigging Challenges in Production | Unreal Fest Chicago 2026
    2026.08.07 に

    Over the past few years, working closely with studios and more recently as a Solution Architect at Epic Games, Stéphane Biava has gained first-hand insight into the real challenges teams face when bringing Unreal Engine animation and rigging workflows into production. This talk recorded at Unreal Fest Chicago 2026 distills those experiences into a practical narrative, highlighting common pain points, unexpected bottlenecks, and the gap between established workflows and real-time environments. Unreal Engine already provides the tools needed to build robust animation pipelines, but the real challenge lies in how those tools are approached. Success comes from rethinking processes to align with Unreal Engine’s paradigm. Through concrete examples and real production use cases, this video shares what works, what breaks, and how shifting perspective—rather than replicating familiar workflows—can unlock more efficient and scalable solutions. Find out more about using Unreal Engine for animation here: unrealengine.com/uses/animation #Animation, #Rigging, #UnrealEngine, #UnrealFestChicago2026

  • The Optimization Journey of ‘Far Far West’ (so far) w/ Tom Looman & Ari Arnbjörnsson | Inside Unreal
    2026.08.07 に

    Evil Raptor has spent significant effort optimizing their early access game “Far Far West”. Join Tom Looman and Ari Arnbjörnsson as they analyze the profiling data, dissect specific optimizations for the project and explore further opportunities as the game continues development.

  • Scaling AI the Smart Way: Memory Footprint and Runtime Efficiency | Unreal Fest Chicago 2026
    2026.08.07 に

    As games increasingly adopt real-time inference, memory footprint and runtime efficiency have become just as critical as raw model quality. This talk recorded at Unreal Fest Chicago 2026 explores how Databiomes has worked to optimize AI models for practical, in‑game runtime use—balancing fidelity, performance, energy efficiency, and platform constraints, through close collaboration with AMD. Databiomes and AMD walk through key lessons learned from adapting offline‑trained models for real‑time execution in Unreal Engine, including strategies for reducing memory pressure, improving latency, and scaling across a wide range of hardware CPU, GPU, and NPU. The session also highlights how AMD technologies and plugins can help developers achieve additional runtime savings, enabling AI features that fit within real‑world performance and memory budgets. Watch to come away with a clearer understanding of what it takes to ship AI in games today. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #Art, #3DAssets, #Tripo, #NanoBanana, #ChatGPT, #UnrealEngine, #UnrealFestChicago2026

  • A Practical Look at Mesh Terrain | Inside Unreal
    2026.08.06 に

    Join us as Etienne Carrier guides us through a breakdown of the Mesh Terrain level presented at the State of Unreal 2026. We will break down what Mesh Terrain is, how it can be used, and explore how this scene was set up and which modifiers and assets were used to achieve this result.

  • State of Virtual Production | Unreal Fest Chicago 2026
    2026.08.06 に

    Watch this session recorded at Unreal Fest Chicago 2026 to catch up on the latest Unreal Engine virtual production updates. You’ll get a preview of what’s coming up next for visualization, live compositing, in-camera vfx, post-production, and everything in between from Lead Technical Product Manager Ryan Mayeda in this sneak peek into the roadmap for Unreal Engine 5.8 and beyond. Find out more about using Unreal Engine for film & TV here: unrealengine.com/uses/film-television #VirtualProduction, #Visualization, #LiveCompositing, #InCameraVFX, #PostProduction, #UE 5.8, #UnrealEngine, #UnrealFestChicago2026

  • Growing Trees in Unreal Engine: PVE 5.8 New Features and Roadmap | Unreal Fest Chicago 2026
    2026.08.06 に

    Watch this session recorded at Unreal Fest Chicago 2026 for a look at the powerful new features in the Procedural Vegetation Editor (PVE) in Unreal Engine 5.8. We demonstrate the ability to grow trees from scratch directly in Unreal Engine, showcasing the botanical simulation hybrid system that enabled the Megaplant team to craft hyper-realistic vegetation. We also cover how to leverage the tools to quickly set up and create additional variations of fully Nanite-compatible vegetation assets. We introduce you to the new skeletal extraction tool that can transform your existing trees into fully fledged PVE assets, and for those new to PVE, we touch on features you might have missed from our first release. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #ProceduralVegetationEditor, #3DTrees, #Megaplants, #UE 5.8, #UnrealEngine, #UnrealFestChicago2026

  • Pricing and Packaging your In-Island Transactions | Creating in Fortnite
    2026.08.06 に

    In-island transactions add a new revenue stream on top of engagement payouts—and pricing your offers well is a design practice, not a one-time decision. In this livestream, we walk through frameworks for setting prices and packaging items across your catalog: a three-tier price structure (entry, mid, and premium), different pricing logic for durables vs. consumables, and when bundling serves your players better than individual offers. A bundle creation example from this stream is available in the Verse Code Snippet Repository on the Epic Developer Community—explore, reuse, and build on it in your own UEFN projects. https://dev.epicgames.com/community/fortnite/snippets Learn more about pricing and packaging your in-island transactions: https://dev.epicgames.com/documentation/fortnite/pricing-and-packaging-your-in-island-transactions-in-fortnite Learn more about getting started with in-island transactions: https://dev.epicgames.com/documentation/fortnite/in-island-transactions-in-fortnite Learn more about UEFN: https://www.fortnite.com/developer #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment

  • Accumulation Depth of Field Plugin – Deep Dive
    2026.08.06 に

    Accumulation Depth of Field Plugin – Deep Dive | TutorialA deep dive into the new Accumulation Depth of Field plugin for high-quality cinematics.dev.epicgames.com